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using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using UnityEngine;
using System.Reflection;
namespace VRC.SDKBase.Validation
{
public static class ValidationUtils
{
public static void RemoveIllegalComponents(GameObject target, HashSet<Type> whitelist, bool retry = true, bool onlySceneObjects = false, bool logStripping = true)
{
List<Component> foundComponents = FindIllegalComponents(target, whitelist);
foreach(Component component in foundComponents)
{
if(component == null)
{
continue;
}
if(onlySceneObjects && component.GetInstanceID() < 0)
{
continue;
}
if(logStripping)
{
Core.Logger.LogWarning($"Removing {component.GetType().Name} comp from {component.gameObject.name}");
}
RemoveComponent(component);
}
}
public static List<Component> FindIllegalComponents(GameObject target, HashSet<Type> whitelist)
{
List<Component> foundComponents = new List<Component>();
Component[] allComponents = target.GetComponentsInChildren<Component>(true);
foreach(Component component in allComponents)
{
if(component == null)
{
continue;
}
Type componentType = component.GetType();
if(whitelist.Contains(componentType))
{
continue;
}
foundComponents.Add(component);
}
return foundComponents;
}
private static readonly Dictionary<string, Type> _typeCache = new Dictionary<string, Type>();
private static readonly Dictionary<string, HashSet<Type>> _whitelistCache = new Dictionary<string, HashSet<Type>>();
public static HashSet<Type> WhitelistedTypes(string whitelistName, IEnumerable<string> componentTypeWhitelist)
{
if (_whitelistCache.ContainsKey(whitelistName))
{
return _whitelistCache[whitelistName];
}
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
HashSet<Type> whitelist = new HashSet<Type>();
foreach(string whitelistedTypeName in componentTypeWhitelist)
{
Type whitelistedType = GetTypeFromName(whitelistedTypeName, assemblies);
if(whitelistedType == null)
{
continue;
}
if(whitelist.Contains(whitelistedType))
{
continue;
}
whitelist.Add(whitelistedType);
}
AddDerivedClasses(whitelist);
_whitelistCache[whitelistName] = whitelist;
return _whitelistCache[whitelistName];
}
public static HashSet<Type> WhitelistedTypes(string whitelistName, IEnumerable<Type> componentTypeWhitelist)
{
if (_whitelistCache.ContainsKey(whitelistName))
{
return _whitelistCache[whitelistName];
}
HashSet<Type> whitelist = new HashSet<Type>();
whitelist.UnionWith(componentTypeWhitelist);
AddDerivedClasses(whitelist);
_whitelistCache[whitelistName] = whitelist;
return _whitelistCache[whitelistName];
}
private static void AddDerivedClasses(HashSet<Type> whitelist)
{
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach(Assembly assembly in assemblies)
{
foreach(Type type in assembly.GetTypes())
{
if(whitelist.Contains(type))
{
continue;
}
if(!typeof(Component).IsAssignableFrom(type))
{
continue;
}
Type currentType = type;
while(currentType != typeof(object) && currentType != null)
{
if(whitelist.Contains(currentType))
{
whitelist.Add(type);
break;
}
currentType = currentType.BaseType;
}
}
}
}
public static Type GetTypeFromName(string name, Assembly[] assemblies = null)
{
if (_typeCache.ContainsKey(name))
{
return _typeCache[name];
}
if (assemblies == null)
{
assemblies = AppDomain.CurrentDomain.GetAssemblies();
}
foreach (Assembly assembly in assemblies)
{
Type found = assembly.GetType(name);
if(found == null)
{
continue;
}
_typeCache[name] = found;
return found;
}
//This is really verbose for some SDK scenes, eg.
//If they don't have FinalIK installed
#if VRC_CLIENT && UNITY_EDITOR
Debug.LogWarningFormat("Could not find type {0}", name);
#endif
_typeCache[name] = null;
return null;
}
private static readonly Dictionary<Type, ImmutableArray<RequireComponent>> _requireComponentsCache = new Dictionary<Type, ImmutableArray<RequireComponent>>();
private static void RemoveDependencies(Component rootComponent)
{
if (rootComponent == null)
{
return;
}
Component[] components = rootComponent.GetComponents<Component>();
if (components == null || components.Length == 0)
{
return;
}
Type compType = rootComponent.GetType();
foreach (var siblingComponent in components)
{
if (siblingComponent == null)
{
continue;
}
Type siblingComponentType = siblingComponent.GetType();
if(!_requireComponentsCache.TryGetValue(siblingComponentType, out ImmutableArray<RequireComponent> requiredComponentAttributes))
{
requiredComponentAttributes = siblingComponentType.GetCustomAttributes(typeof(RequireComponent), true).Cast<RequireComponent>().ToImmutableArray();
_requireComponentsCache.Add(siblingComponentType, requiredComponentAttributes);
}
bool deleteMe = false;
foreach (RequireComponent requireComponent in requiredComponentAttributes)
{
if (requireComponent == null)
{
continue;
}
if(requireComponent.m_Type0 != compType && requireComponent.m_Type1 != compType && requireComponent.m_Type2 != compType)
{
continue;
}
deleteMe = true;
break;
}
if (deleteMe && siblingComponent != rootComponent)
{
RemoveComponent(siblingComponent);
}
}
}
public static void RemoveComponent(Component comp)
{
if (comp == null)
{
return;
}
RemoveDependencies(comp);
#if VRC_CLIENT
UnityEngine.Object.DestroyImmediate(comp, true);
#else
UnityEngine.Object.DestroyImmediate(comp, false);
#endif
}
public static void RemoveComponentsOfType<T>(GameObject target) where T : Component
{
if (target == null)
return;
foreach (T comp in target.GetComponentsInChildren<T>(true))
{
if (comp == null || comp.gameObject == null)
continue;
RemoveComponent(comp);
}
}
}
}
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